Some of the techs in this tree seem a bit weird.
You need to research a tech to be able to hand out gold and recruit someone? Another tech to be able to enter ruins? And another to enter dungeons?
I could see researching old tales and ancient texts to discover the location of some long lost place of significance. Researching old texts to advance in the Master Quest or to get hold of exceptionally powerful items.
So I'm thinking this tree needs to be cleaned up from fluff you shouldn't have to research in the first place, and the "techs" need to be just about finding very special locations with better rewards. And possibly the different factions should compete over discovering the same locations.
Perhaps the researchable quests should be categorized by the rewards you are seeking: weapons and armor for warrior types, or magical artifacts or spell knowledge for mages.
E.g. a portable shard artifact would be cool and powerful enough to merit putting research into, especially if you don't have any shards near your city.